https://www.youtube.com/watch?v=Spm-1sMvlrE&t=27s
Here is the developers panel summary explaining the morphing process now being employed.

https://www.youtube.com/watch?v=Spm-1sMvlrE&t=27s
Here is the developers panel summary explaining the morphing process now being employed.
Thanks for linking this. I had heard they were switching to using a universal base mesh and shapekeys but hadn't personally seen it. It's interesting to see the actual mesh lines. It kinda bothers me that they didn't include a CC overhaul with this switch. They could bypass a lot of this criticism by offering adjustment sliders which this method of doing things would allow. I get that they wanted to roll out the graphical update at the start of a new story, but it more and more feels like they aren't ready. Especially since a lot of updates to textures and dye channels are rolling out in parts over future patches. This feels like it might have been better as an 8.0 thing realistically.https://www.youtube.com/watch?v=Spm-1sMvlrE&t=27s
Here is the developers panel summary explaining the morphing process now being employed.

you are welcome. But there definitely is a big misconception that the same base character models were being used. That's not the case. They may have retained older character models in older zones and for NPCs but for our characters, we have whole new models and the differences being noted are DEFINITELY a result of the single model morphed process being employed at this time.Thanks for linking this. I had heard they were switching to using a universal base mesh and shapekeys but hadn't personally seen it. It's interesting to see the actual mesh lines. It kinda bothers me that they didn't include a CC overhaul with this switch. They could bypass a lot of this criticism by offering adjustment sliders which this method of doing things would allow. I get that they wanted to roll out the graphical update at the start of a new story, but it more and more feels like they aren't ready. Especially since a lot of updates to textures and dye channels are rolling out in parts over future patches. This feels like it might have been better as an 8.0 thing realistically.
Edit to add.... because of this change this does in fact mean more hairstyles and hats for Viera and Hrothgar characters because they all have the same head base model as the other characters, but no, people are gonna complain over my chin isn't exactly identical as it was in the old graphics.
Last edited by KitiaraIornsight; 06-25-2024 at 03:15 AM.
I actually don't think it necessarily means that? The hair and hats are still separate meshes that would all have to be adjusted to fit, just like before. They could maybe run a program to morph things but they're still gonna have to check each and every one and manually adjust just like before so no real change there. The heads are still roughly the same shape. Using a universal basemesh and shapekeys seems more of an effort to streamline new animation than for things like existing hats and hairs.Edit to add.... because of this change this does in fact mean more hairstyles and hats for Viera and Hrothgar characters because they all have the same head base model as the other characters, but no, people are gonna complain over my chin isn't exactly identical as it was in the old graphics.
Unless they're really streamlining/reworking the code surrounding the faces, I don't think they use the same base mesh and are shape-keyed to other faces in the game, but rather that's something they do when exporting the faces from their 3D modelling program to ensure the number of polys are uniform. It wouldn't make sense with how some races have human ears and some don't, wouldn't cover the horns or miqo/viera ears. And I don't really see them even unifying the mesh even between the same race unless they intend to give us all of the cusomisation options for each face on all of them, which... they haven't, as wonderful as that would be.I actually don't think it necessarily means that? The hair and hats are still separate meshes that would all have to be adjusted to fit, just like before. They could maybe run a program to morph things but they're still gonna have to check each and every one and manually adjust just like before so no real change there. The heads are still roughly the same shape. Using a universal basemesh and shapekeys seems more of an effort to streamline new animation than for things like existing hats and hairs.
One thing along these lines they do appear to have done though, is while the faces models across the subraces were the same model (say Sea Wolves and Hellguard), the textures were different. That was how they got the Hellsguard to have the smudge, but the Sea Wolves didn't. Now, the smudge is actually a separate piece of the model that floats juuuust off of the nose like eyebrows and beards do, which is hidden on Sea Wolves and the textures appear to be completely shared.
They do some really neat things to lower file size!But unfortunately a unified head model isn't quite it.
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But unfortunately a unified head model isn't quite it.


